i serv ice to lorethe-eye.eu/public/books/rpg.rem.uz/pathfinder... · staff accountant • kunji...

22
First Steps, Part I: First Steps, Part I: A PATHFINDER SOCIETY SCENARIO FOR TIER 1 In ServIce to L ore A Pathfinder Society Introductory Scenario In ServIce to L ore By Adam Daigle

Upload: others

Post on 21-Sep-2020

13 views

Category:

Documents


3 download

TRANSCRIPT

Page 1: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

First Steps, Par t I: First Steps, Par t I:

A PAthfinder Society ScenArio for tier 1

In ServIce to Lore

A Pathfinder Society Introductory Scenario

In ServIce to Lore

By Adam Daigle

Page 2: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

®

First steps, part i: in service to LoreA PAthfinder Society introductory ScenArio

Author • Adam Daiglecontributing Artists • McLean Kendree, Ryan Portillo, 

Eva Widermann, and Kieran Yannercartographers • Rob Lazzaretti and Sean MacDonald

creative director • James JacobsSenior Art director • Sarah Robinson

Managing editor • F. Wesley Schneiderdevelopment Lead • Mark Moreland

editing • Christopher Careyeditorial Assistance • Jason Bulmahn, 

Stephen Radney-MacFarland, Rob McCreary,  Patrick Renie, Sean K Reynolds, and James L. Sutter

Graphic designer • Andrew VallasProduction Specialist • Crystal Frasier

Publisher • Erik MonaPaizo ceo • Lisa Stevens

Vice President of operations • Jeffrey Alvarezdirector of Sales • Pierce Watters

finance Manager • Christopher SelfStaff Accountant • Kunji Sedotechnical director • Vic Wertz

Pathfinder Society campaign Manager • Hyrum Savage

Special thanks • The Paizo Customer Service, Warehouse, and Website Teams

This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, and Pathfinder Roleplaying Game Advanced Player’s Guide. These rules can be found online as part of the Pathfinder 

Roleplaying Game Reference Document at paizo.com/pathfinderrPG/prd.

Pathfinder Society Introductory Scenario: First Steps, Part I: In Service to Lore is a Pathfinder Society Scenario designed for 1st-level characters (Tier 1). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is 

suitable for use with the Pathfinder Roleplaying Game.

The OGL can be found on page 22 of this product.Paizo Publishing, LLC

7120 185th Ave NE, Ste 120Redmond, WA 98052-0577

paizo.com/pathfindersociety

Product identity: The  following  items are hereby  identified as Product  Identity,  as defined  in  the Open Game License version 1.0a, Section 1(e),  and are not Open Content: All  trademarks,  registered  trademarks, proper names  (characters, deities, etc.), dialogue, plots,  storylines,  locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

open content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

Pathfinder Society  scenarios are published by Paizo Publishing, LLC under  the Open Game License version 1.0a Copyright 2000 Wizards of  the Coast,  Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Player Companion, Pathfinder Module, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC

Page 3: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

3

Where on Golarion?In Service to Lore takes place in the teeming metropolis of Absalom—the City at the Center of the World. Here the Pathfinder Society makes its home, and Pathfinders from all over the world consider Absalom a second home, as many of their missions take place within the city’s walls. A settlement of over 300,000 souls, Absalom boasts many districts that are virtually cities unto themselves, and PCs in this adventure will visit several of them in the course of their mission. For more information on Absalom and its various districts, check out Pathfinder Campaign Setting: Guide to Absalom, available in hobby stores and bookstores everywhere and online at paizo.com.

Isle ofKortos

In

ner Sea

• AbsAlom

A  gruff,  no-nonsense man,  Ambrus  has  little  tolerance for laziness and often gives young Pathfinders their first taste of what being a field agent entails as a way of keeping them from staying idle too long. Among the various  factions allied with  the Pathfinder 

Society are five powerful nations locked in a shadow war for control of Absalom—Andoran, Cheliax, Osirion, Qadira, and Taldor. While  the Pathfinder Society has no direct interest  in  this  political  standstill,  they  nevertheless have  much  to  gain  from  allying  with  these  powerful nations. Though they aren’t a recognized political body, the  Varisian  swindlers  and  smugglers  known  as  the Sczarni provide their own support for the Society, acting as  fences,  contacts,  or  mules  when  the  organization 

Pathfinders  explore  Golarion  in  service  to  lore. This widespread group of treasure hunters, thrill-seekers,  sages,  and  voyagers  make  it  their  lives’ 

work to uncover lost artifacts, map neglected ruins, and learn forgotten knowledge. They do these things for the sake of  lore, as well as  for  fame. The Pathfinder Society publishes the Pathfinder Chronicles, a multi-volume series of  chapbooks  highlighting  some  of  the  most  amazing finds by field agents.Pathfinders  are  part  archaeologist,  part  historian,  and 

all adventurer. Many established Pathfinders make their own way in the world, following their interests or tracking down  leads  to  greater mysteries.  These  established  few are  still  subject  to  orders  from  their  superiors,  but  the least  prestigious  tasks  are  usually  reserved  for  those new to the organization. The Society is governed by the Decemvirate,  10  anonymous  leaders  who  pull  strings and guide the organization from Skyreach in the Grand Lodge  of  Absalom.  They  hand  down  orders  from  their secret  posts  to  venture-captains,  who  in  turn  pass  the orders to field agents.The  Society  has  few  rules,  but  all  Pathfinders  are 

expected  to  perform  the  Three Duties:  explore,  report, and  cooperate.  Idle  Pathfinders  are  useless  to  the organization, and agents must seek out secrets or further their work in exploration of some kind, always growing and  gathering  knowledge.  This  exploration  would  be worthless  if  not  for  frequent  reports.  Pathfinders must send back accounts of their adventures, many of which end up published by the Decemvirate. Finally, Pathfinders are great heroes from dozens of countries and backgrounds with thousands of different motivations and allegiances, and the Decemvirate expects that individual Pathfinders will not interfere with one another, and absolutely never let a conflict between themselves come to blows.Despite  the  mandate  to  cooperate,  Pathfinders  have 

myriad  motivations  and  often  fall  in  with  similarly minded  factions  within  the  organization,  or  external groups with close ties to the Society. As fresh new recruits, most  Pathfinders  know  only  the  venture-captains  who give  them their  training, especially Ambrus Valsin,  the man  in  charge of daily operations  in  the Grand Lodge. 

FIrSt StepS, part I:

In ServIce to LoreBy AdAm dAigle

Page 4: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

The FirsT sTeps seriesThe three-part First Steps series is intended to introduce new players and new characters from experienced players to the Pathfinder Society, the city of Absalom, and the ten factions to which all members of the Pathfinder Society Organized Play campaign belong. While each adventure in the series is a self-contained story, they are intended to be played in order by brand-new PCs without any experience or Prestige Points. At the end of the third scenario, A Vision of Betrayal, after the PCs have met and done a favor for all 10 faction heads, they will be able to choose their PCs’ allegiance and gain retroactive prestige for the completion of the previous two scenarios.

This series may only be played at the normal advancement rate of 3 XP per level, meaning a PC completing the series will advance to 2nd level, making the character a bit more sturdy for tiered adventuring in normal Pathfinder Society play.

Pathfinder Society Scenario

4

needs to get relics or agents in and out of hostile territory unseen. Within the Society itself, fractured groups such as  the  Shadow  Lodge,  Silver  Crusade,  and  the  Lantern Lodge each work to ensure the organization’s resources are applied where they feel they’re most needed, be that for  the  betterment  of  the  active  field  agent,  in  distant Tian Xia, or spreading good deeds throughout the Inner Sea.A new batch of Pathfinder agents has completed their 

training  and  now  stand  fresh  and  wide-eyed  before the  towering  structure  of  Skyreach  awaiting  their  first assignment  for  the Pathfinder Society. Venture-Captain Ambrus Valsin has  just  the  task  for  them, both  to keep them relatively safe in the dangerous world beyond, and to familiarize them with Absalom, their new home, and some of  the most  influential allies of  the Society  in  the City at the Center of the World.

SummaryVenture-Captain  Ambrus  Valsin  charges  the  beginner Pathfinders to complete a list of tasks for the Pathfinder Society. These small tasks are too simple and menial for established  agents  to  deal  with,  but  perfect  to  test  the capabilities  of  new  recruits.  After  a  short  speech  about what it takes to be a Pathfinder, Valsin hands the PCs an envelope  containing  the  tasks  and  directions  to  where they are supposed to find their contacts. The first task on the list requires the PCs visit a creepy 

curio shop owned by Guaril Karela, a Varisian fence who heads  the Sczarni  crime syndicate  in Absalom. He asks the group to retrieve a case of books from an “abandoned” warehouse.  While  trying  to  figure  out  how  to  safely 

retrieve  the  crate,  balanced  above  a  hole  in  the floor  of the warehouse,  dire  rats  nesting  in  the  building  attack the PCs.The  second  task  sends  the  PCs  to  deliver  a  parcel  of 

medicine for the Silver Crusade—a faction of Pathfinders dedicated to using the Society’s resources to do good and help the downtrodden wherever their journeys take them. Their  leader,  the Sarenite paladin Ollysta Zadrian, asks the PCs to vet the headmistress of the orphanage where the medicine  is  to  be  sent.  In  fact,  Auntie  Baltwin  is  a cruel old alcoholic, who sells medicinal donations on the black market, and puts the children to work for additional profit. The canny old woman doesn’t make proving her wrongdoings easy, and the PCs need keen skills  to spot illicit behavior.The third task introduces the PCs to Amenopheus, the 

Sapphire Sage of Osirion, under the premise of visiting his  liege  to  obtain  permission  to  delve  the  ancestral vaults of a prominent family in Sothis. The sage speaks in place of the absent noble to whom he serves as advisor, granting this privilege only after the PCs solve a puzzle in the estate’s vault to prove their mettle.The fourth task places  the PCs  in Paracountess Zarta 

Dralneen’s  uncomfortable  embrace.  The  Chelish  envoy borrowed  an  item  from  the  Grand  Lodge,  and  the  PCs need to retrieve it. The twist: A servant imp snatched the magical  box  and  the  paracountess  trapped  the  enraged creature  in  her  precious  bedroom  where  the  creature wreaks  havoc.  The  PCs must  either  defeat  or  calm  the imp and get the box back to the Grand Lodge.While the Pathfinders move through the city in pursuit 

of  their  assignments,  a  group  of  ruthless  adventurers hoping to earn some easy gear and start making a name for themselves follows the PCs’ every move. Although the new Pathfinders have a chance to spot these adventurers throughout  the  day,  the  thugs  keep  a  low  profile  and ambush  the PCs  as  they head back  to  the Grand Lodge after finishing their assignments for the day.

GettinG StartedFresh  off  their  induction  into  the  Society  and 

the  completion  of  their  basic  training  within  the organization,  the  PCs  find  themselves  in  the  office of  Ambrus  Valsin,  the  venture-captain  in  charge  of daily  operations  in  and  around  the Grand Lodge. The efficient  and  straightforward  chamberlain  greets  the PCs curtly and motions for them to sit before jumping straight into their assignment. Read the following to get the adventure underway.

“All right, Pathfinders! Listen up. I know you are new recruits eager to make names for yourselves in the organization, but

Page 5: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

firSt StePS Part i: in Service to Lore

5

The cheapest method of getting around  is walking, but PCs may wish to rent transportation if they would rather relax. Each leg of a journey in a hired coach costs 1 cp, but 

a coach can only carry four people comfortably. Keep  in  mind  the  limited  time  available  to 

complete the scenario, but feel free to add flavorful tidbits  about  the  city  as  the PCs  travel  through it.  Absalom  is  the  largest  city  in  the  Inner Sea  region,  and  possibly  all  of  Golarion,  and Pathfinders  should  get  the  sense  that  they can  find  anything  and  everything  within 

its limits.As  the  Pathfinders  move  about the  city,  they’re  shadowed  by  a band of thugs, upstart criminals looking  to  get  a  leg  up  on  their own  adventures  by  mugging  a team  of  weak  Pathfinders  who they suspect have prime equipment 

and sizable wealth. During the course of the adventure, allow the PCs to get a glimpse of one of these miscreants. Permit each PC a Perception check as the group moves between encounters. Anyone making a DC 15 or higher notices one of the thugs watching them intently  from  across  a  crowded  street;  as  a  throng  of people moves  between  the PCs  and  their  observer,  the thug disappears into the crowd. Later in the adventure, allow  each PC  a  Sense Motive  check. Those  that make a  DC  of  15  or  higher  get  the  sense  that  they’re  being watched, but can’t pinpoint who or where the sensation comes from. Make a note of which PCs succeed at either of  these  checks,  as  it  will  come  into  play  in  the  final encounter of the adventure.

act 1: a Favor For thieveSThe first task on the PCs’ list is to visit Guaril Karela, head of  the  Absalom-based  Sczarni,  at  his  curio  shop—The Pickled Imp—in the seedy, harborside Docks district.

1a. the Pickled imp

This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter:

“Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.”

Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or

first we need to make sure you are up to snuff and won’t get yourself killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end.

“Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. We’ve got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it’s difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies.

“Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I’ve prepared a list of things I want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location.”

Allow the PCs to look over the handout outlining their tasks (see page 21). The group may have questions about where  certain  locations  are  in  the  city.  Since  the  PCs have directions to each meeting site, allow the group to use  the  layout  of  the  city  to prioritize  their  course  for the day.Since the PCs begin in Absalom, allow them to purchase 

any  items  they  may  need  before  the  adventure  if  they showed up ill equipped. Venture-Captain Valsin briskly deflects any questions, instructing the Pathfinders to see their contacts for more information, reminding the PCs those contacts are to be treated as authority figures and be both respected and obeyed.

out and About in AbsalomThe PCs have free reign of Absalom during this scenario, and can go to the four appointed locations in any order. The  PCs may move  about  Absalom  however  they  wish, and should  feel  free  to explore  the city  as  they go  from district  to  district  performing  their  assigned  duties. 

Ambrus Valsin

Page 6: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Ascendant court

eastgate

Absalom0 400

feet

800

foreign Quarter

ivy district

Precipice Quarter

the coins

the docks

Petal district

the Puddles

Westgate

Wise Quarter

N

Pathfinder Society Scenario

6

Page 7: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

firSt StePS Part i: in Service to Lore

7

supposed Azlanti porcelain, he begins again. “Well met. I am Guaril Karela. A friend of mine has a

warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases.

“There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway.

“My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.”

Guaril Karela  (CN  male  human  rogue  11)  is  a  well-connected Sczarni who has his hands in as many pots as Absalom can provide. Based out of  such a bustling city, Karela  keeps  his  eyes  on  the  harbor  and  what  valuable items  cross  its  docks.  While  friendly  enough  if  you’re on his good side, this thin Varisian man has a face that always seems to be sneering, often tilting his mustache like the animated hands of a clock.Karela answers any questions  the PCs ask with varying 

levels  of  clarity.  Regarding  the  site  of  the  warehouse, he responds with details of  the rickety building and its entrances.  In  these  answers,  feel  free  to  describe  the warehouse  to  the  PCs  before  they  arrive,  as  Karela  is familiar with the place. If any PCs ask personal questions, try  to  identify  of  his  associates,  or  infer  that  their  task may not  be  entirely  legal,  he  responds  only with  vague answers.  If  they  press  him  on  these  points,  he  tries  to steer  the  conversation  to  other  topics  or  simply  ushers them out the door, encouraging them to get to their task. 

If anyone gets too aggressive, he reminds them they are doing this for Ambrus Valsin and the Pathfinder Society, speaking  strongly  about  their  duty  through  clenched teeth with narrowed eyes.

1b. the Pier

Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the

building’s windows and only the movement of gulls and pelicans stirs the scene.

Called  pelican  warehouses,  these buildings perch at the end of piers, allowing a ship to load and unload farther out  from the busier docks. 

Many  of  them  either  accommodate smaller  vessels  that  are  in  a  hurry  or larger  ships  unable  to  find  an  open dock.  Rare  these  days,  most  pelican 

warehouses lie in disrepair, withered from storms and salt,  and every year  it  seems another one  falls  into  the harbor. An increased tax on this type of property keeps many  of  the  owners  from  rebuilding  and  some  have even relinquished the titles  to  their small warehouses, allowing  them  to  fall  into  the  hands  of  squatters  and smugglers—or into the bay itself.Smugglers  sometimes  use  small  boats  to  slip  under 

the  warehouse,  sawing  a  hole  in  the  floor  or  prying boards in the night, and sneaking in to loot the place or just drop a crate into their boat from above and paddle away in the night.The pier  this pelican warehouse sits on stretches 100 

feet from the boardwalk and the docks proper, and stands 15 feet above the water. The planks on the pier are sturdy but weathered. A  few  local fishermen and some kids  sit scattered along the pier casting nets or bobbing lines into the waters below. The building  looks  abandoned  and  in disrepair. The 

windows are dark and dirty and provide no view into the structure’s interior. A small boat bobs in the water below, tethered  to  the  pier  by  a  stout,  salt-crusted  rope.  The warehouse’s heavy wooden front door  is  locked  (Disable Device DC  15)  and  the  loading  door  is  barred  from  the inside, requiring a DC 22 Strength check to force open. If they can get in the right position on the small ledge that runs  along  the  sliding  doors, multiple  PCs  can  aid  the Strength check, each adding a +2 to the effort. A hidden key  sits  sandwiched  between  two  rickety  slats  on  the building near the doorframe, discoverable with a DC 25 Perception check.

Guaril Karela

Page 8: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Saltspray Pelican Warehouse1 square = 5 feet

N

1b 1c

Pathfinder Society Scenario

8

1c. Saltspray Pelican Warehouse (cr 1)

Darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting off the water through a splintered hole in the floor. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.

Perched in the middle of  the hole,  teetering on split planks,  sits  a  large  crate  stamped  with  three  crows arranged  in  a  triangle—the  very  crate  the  PCs  have come to find. Handholds cut into the stout wooden crate ring the rim. Other barrels, boxes, and crates sit stacked along  the walls  of  the warehouse.  Just  inside  the door sits a handful of crates and kegs of beer. Most of  these smaller crates and barrels contain foodstuffs in various states  of  freshness.  Some  crates  reek  of  rot.  Stacks  of simple coffins sit against  the east wall. The rest of  the crates stacked along the north and south walls contain simple  sundries  including,  but  not  limited  to  beer, blocks of clay, coffee, coils of rope, dried fish, lead ingots, 

nails, nets,  raw cotton,  rough wool,  spare sails,  timber planks,  various  pulleys  and  tools,  and  cheap weapons. Some  of  these  materials,  while  certainly  valuable,  are more  important  to  the  PCs  as  tools  to  help  them  get their real prize. A crane, used for loading and unloading boats, clings 

to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out  to extend past  the  loading  doors  along  the  west  wall.  PCs  can use  ropes  and  nets  from  the  warehouse’s  crates  to  rig the crane and snatch up the crate, but a character must venture out onto the teetering beams to tie the knots and secure  the crate  to  the harness.  In addition  to  the risks posed by the squares surrounding the hole (see Hazard, below), walking out on one of  the  two beams  imposes a –4 penalty on all related Acrobatics checks and any Reflex saves resulting from failure.

creatures:  Though  the  warehouse  is  supposedly abandoned, a trio of dire rats has moved in and now nests along the north wall. While the PCs search the warehouse and formulate a plan to safely get the crate from above the hole, the dire rats lie sleeping. Irritated at the intrusion, they  squeeze  through  the  crates  and  attack  the  PCs surrounding the hole.

Page 9: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

firSt StePS Part i: in Service to Lore

9

DC 10 Perception check finds anything mentioned above in the warehouse description, while anything more rare or valuable than the items listed requires a DC 15 Perception check and 5 minutes of searching. The warehouse doesn’t contain  anything magical  or  any  single  item worth more than 150 gp.

treasure: The  rescued crate holds  a  smaller mahogany box inside, which contains five books and a few loose sheets of  paper  in  a  leather  folder.  The  titles  and  subjects  seem completely  unrelated  to  each other: Practical Thaumaturgy In Accordance with Creation,  Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds.The  crate  also  contains  10  sets of masterwork  thieves’ 

tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book*, adamantine weapon blanch*, three bags of powder*, a deck of marked cards*, and two sets of average loaded dice*.  (Items marked with an asterisk may be found in the Advanced Player’s Guide.)

rewards: If the PCs bring the books in good condition to Guaril Karela, give each PC 111 gp.

act 2: a cruSade oF LiGhtThe second task on the PCs’ list is to head to the Temple of the Shining Star, the Ascendant Court’s massive temple to  Sarenrae,  to  meet  with  Ollysta  Zadrian,  a  retired Pathfinder  now  operating  the  Silver  Crusade,  an  effort to use  the Society’s  resources  to help  those  in need and spread good deeds throughout the world.

2a. temple of the Shining StarArriving at  the Temple of  the Shining Star,  the PCs are immediately  directed  to  Ollysta  Zadrian.  This  paladin of Sarenrae is young in her years, but holds herself with the poise of a queen and warrior simultaneously. As she notices the PCs’ arrival, she strides forward, addressing the group in a strong voice.

“Thank the light of Sarenrae you have arrived! I knew Ambrus would come through for us in the Silver Crusade. I desperately need you to bring medicine to an orphanage and let me know if the headmistress, Gilga Baltwin, is deserving of our charity. Since our quest began, the needy have clamored for our aid, and I suspect some are abusing our generosity. It may sound cruel, but there are plenty of dishonest people out in the world eager for easy gold.

“Do you know of the Silver Crusade? After discovering so many factions splintered the Society, a number of us banded together to proliferate the cause of charity and kindness using

dire rats (3) cr 1/3hp 5 (Pathfinder RPG Bestiary 232)tacticS

during combat Hardly tacticians, the dire rats always attack the nearest PC.

morale Protective of their den and food, the dire rats fight to the death.

hazard:  The  edges  of  the  hole  are  dangerous  and anyone stepping into one of the squares around the hole must make  a DC 10 Acrobatics  check or  risk  collapsing the floor  further—and spilling the crate  into the water. In  addition,  these  squares  count  as  difficult  terrain due  to  their precarious nature. PCs  succeeding  at  a DC 15 Acrobatics  check  can  ignore  the difficult  terrain  and move  through  the  squares  normally.  Any  result  of  this check  that  fails  by  10  or  more  forces  the  character  to succeed at a DC 12 Reflex saving throw or fall into the bay below. Small characters receive an additional +1 bonus on the  Acrobatics  check  and  any  resulting  Reflex  save  due to  their  lighter  weight.  The  drop  into  the  water  along with  the  falling  debris  deals  1d6  points  of  nonlethal bludgeoning damage. If the crate falls into the water, the books and papers are damaged unless  the PCs can pull the crate from the water within 3 rounds. The water here is 15 feet deep.

development: While simply walking out and dragging the crate from its precarious position is next to impossible for  these  new  adventurers,  the  group  can  successfully achieve  their  task  with  materials  at  hand  and  a  little creativity. Four likely solutions are listed below, but allow the players to come up with their own clever solutions to the problem.•  A PC strong enough to lift the 200-pound crate could be suspended by the crane and positioned over the crate.

•  The PCs can throw a rope with a hook at the handholds to secure the crate from afar. Treat this as a thrown weapon with  a  range  increment  of  10  feet  targeting AC 10.

•  The  PCs  could  also  borrow  the  boat  docked  outside and simply collapse the floor, dropping the crate safely onto the deck of the boat. 

•  The PCs can use the timber and tools to brace the floor and slide the crate to firm ground.If  the  group  cannot  seem  to  come  up  with  a  plan, 

urge  them  forward  by  asking  for  skill  checks.  A DC  10 Knowledge  (engineering)  check  gives  them  a  hint  to one  of  the  solutions mentioned  above.  A  general DC  15 Intelligence  check  reveals  the  same  hint.  Searching through  the  other  crates  for  tools  to  help  them  should be  simple,  and once  the group has  spent  a  few minutes looking through the pile of wares, allow them to find any reasonable item that might help them with their task. A 

Page 10: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Pathfinder Society Scenario

10

the Society’s resources. As it is said, ‘The Dawn brings new light’ and I’ve made it my life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society.

I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate district?”

Zadrian is eager to answer any questions the PCs may have about the Silver Crusade, but urges the PCs along if they linger too long. While talking to them, she says she isn’t sure if Gilga Baltwin is honest or not, but hopes this delivery  by  Pathfinder  agents will  confirm whether  the orphanage  is  operating on  the up  and up.  She  asks  the PCs to be observant and report back to her any evidence that Baltwin isn’t worthy of the Silver Crusade’s aid.

diplomacy (Gather information) or Knowledge (Local)

Before the PCs head to Auntie Baltwin’s Home for Recovery, they may wish to ask around about the orphanage and the headmistress’s quality of  character. While most witnesses admit she is a mean old bag, they also all reply they think it is great what she’s doing for the children.

dc 10: Miltivis, who runs a nearby market, claims he’s served Auntie Baltwin for over 30 years, and while a good customer, she is quite demanding and often rude to the other  customers. He  says  she’s kept his  supplier of fine whiskeys in business for decades.

dc 15: Gilga Baltwin’s neighbors Travost  and Tirelle Anthos are frankly tired of the noises the children make and  the  retinue  of  cats—though  they do  appreciate  the latter’s mousing skills. They admit to being happy when Auntie  Baltwin  sends  the  children  “off  into  the  town” during the day, as it gives them a few hours of peace and quiet before they return in the evening.

dc 20:  At  the  estate  across  the  street, Master  Trebb Bonto, a retired builder, says nothing but nice things of Lady  Baltwin,  as  he  calls  her. He  recounts  tales  of  tea and  games  on  the  sitting  porch,  though  if  pressed,  he lets slip    that she often cheats at games and sometimes had some shady characters coming to whisper in her ear and palm her small bags of what might have been money before slinking away. “Otherwise a fine lady, indeed.” he quickly adds.

2b. Auntie Baltwin’s home for recovery (cr 1)

Nearly swarming with cats and children, this fine upper-class home appears to be clean and in good condition considering the number and ages of its inhabitants. Three young boys

shoot marbles in the dirt near the side porch, and inside strewn toys and more cats lie about on the floors. A few children take care of chores, while coughs and sneezes softly erupt from the children’s dormitories upstairs.

Auntie Baltwin’s Home for Recovery is known for being a place where  sick kids go  to get better,  and  the  results seem  amazing.  Some  people  claim  the  place  looks  odd because people are always coming and going, sometimes taking kids with them. Auntie Baltwin has always played that off as their parents taking them home. A few of the kids come and go throughout the day, especially children that are now well, but have nowhere else to go.  Zadrian wants the PCs to find out if his donation is going 

to  be  a  genuine  benefit  to  the  community,  and  frankly, it  is not. Auntie Gilga Baltwin  is  a  corrupt old crone.  In addition  to  her  abrasive  attitude,  the  woman  has  three significant  negative  qualities  the  PCs  can  discover  and report to Ollysta Zadrian (see Development below). 

creatures: A keen old hag of a woman, Auntie Baltwin is neither caring nor compassionate. She keeps the kids in  her  orphanage  and  treats  them  for  their  illnesses, but  she  only  does  so  for  ancillary  reasons.  She  hopes to  earn  a  good  chunk  of  coin  by  keeping  the  donated medicines and selling them on the black market, using her  personal  talents  in  healing  to  treat  the  children. Some of kids aren’t even orphans and are sent to recover under  her  care  by  wealthy  merchants  in  the  district. She  sets  a  price  according  to what  the  family  can  pay, often  inflating  the price by  300% between  favored  and disliked families.The  oldest  of  nine  siblings,  Gilga  Baltwin  grew  up 

taking care of children, first her brothers and sisters,  then her own. Once her children grew up and moved out of the house, she began taking in orphans—and donations from local churches and charities. Her talents for care became well known, and parents throughout the city sent their sick children to Gilga for healing. She uses skills and magical talents  taught  by  her  own  grandmother,  and  her  spells center around controlling and healing her charges.Auntie  Baltwin  uses  Sense  Motive  to  determine  the 

PCs  intentions when they arrive at her house. Once she understands  the  situation,  she  begins making  outright lies in an effort to send the PCs away with a positive view of her operation. If she finds she’s failing in this and knows what they want to hear, she tries and steer them in that direction. If the PCs begin putting the pieces together or become overly aggressive, she admits to the transgression she  thinks will  be  least  penalized by  the  group—likely her drinking habit. She turns herself in for the smallest crime  the  PCs  will  accept,  even  if  it  means  she  has  to change up her operation. Anything is better than being arrested at her age. If she notices a PC is wounded when 

Page 11: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

firSt StePS Part i: in Service to Lore

11

blending in with the dozen other cats in the room.morale Auntie Gilga has no interest in dying and tries to

escape using her potion of invisibility if the PCs become too violent. She immediately surrenders if reduced to fewer

than half her hit points. Even after giving up, she still claims the PCs “started the whole thing.”

StatiSticS

Str 7, dex 5, con 6, int 13, Wis 16, cha 15Base atk +1; cmB –1; cmd 6Feats Catch Off-Guard, Cosmopolitan*, Spell

Focus (enchantment)Skills Bluff +8, Diplomacy +5, Heal +8, Intimidate +8,

Knowledge (local) +5, Sense Motive +8Languages Common, Kelish, Osiriani, Varisian

SQ summon familiar (Pickles, cat)combat Gear potion of cure light wounds,

potion of invisibility, scroll of cure light wounds, scroll of remove disease; other Gear 30 gp* See the Advanced Player’s Guide.

Pickles cr —Cat familiar (Pathfinder RPG Bestiary 131)hp 4

development: As  the PCs interact with Auntie Baltwin, they  may  uncover  several  bits  of  evidence  that  implicate her in illegal or immoral activity—just the sort of evidence Ollysta  Zadrian  asked  them  to  discover.  Below  are  Gilga Baltwin’s  secrets  and  the methods  by which  the  PCs  can uncover them.

Alcoholism:  Auntie  Baltwin  is  a  lifelong  alcoholic,  and is  frequently  drunk  or  drinking while  taking  care  of  the children. She seems mostly sober when the PCs visit, but as with all longtime addicts, she exhibits cues to her condition that are obvious to a keen observer. Any PC making a DC 12 Heal check can spot broken blood vessels  in  the eyes and nose,  shaky  hands,  glassy  eyes,  and  a  fine  sheen  of  sweat on the woman. Also, in her sitting room is a nearly empty bottle of whiskey, as well as a half bottle in the kitchen. If the woman invites the PCs in for tea, she tips a few splashes of alcohol in her cup before asking the group if they would like a taste. If questioned about drinking and taking care of children, she shoots the PCs an incredulous look and laughs. “Ha! Seems most days  you need  it  if  you want  to make  it through the day in this house. These children are killing me!” Knowing this is the least of her sins, Auntie Baltwin fesses  up  to  drinking  excessively  and  offers  herself  up  to guidance and recovery just to get the PCs off her back.

Black Market:  Gilga  Baltwin  also  sells  expensive donations  from charities  on  the black market.  She has a  fair  skill  at  healing  and uses  her  daily  spells  to  heal injuries  and  illnesses  in  her  charges.  Sometimes  she 

they first arrive, she offers to heal him, hoping her feigned benevolence will throw the PCs off course.The  old  woman  acts  differently  toward  PCs  of 

different races and occupations. She acts snide toward elves, disapproving toward dwarves, suspicious toward  half-orcs,  and  treats  gnomes  and halflings as if  they were children, talking to them simply and even scolding them for dumb questions  or  other  minor  mishaps.  Auntie Baltwin shows the most respect to obvious casters,  perhaps  even  with  a  hint  of  fear. She stands up to bully fighters, as if daring them  to  hit  an  old  lady.  The more  roguish members  of  a  party  she  treats  suspiciously, but  otherwise  seems  to  get  on with  them, leading their questions and testing their allegiances.  Auntie  Baltwin  treats  he nature-oriented  classes  as  if  they were hobos, constantly chiding them for “touching things with their dirty hands” or asking, “Did you wipe your feet before coming in?”

auntie Gilga Baltwin cr 1Female old human adept 3LE Medium humanoid (human)init –3; Senses Perception +3deFenSe

ac 7, touch 7, flat-footed 7 (–3 Dex)hp 8 (3d6–5)Fort –1, ref –2, Will +6oFFenSe

Speed 30 ft.melee cane –1 (1d4–2)ranged shoe –6 (1d3–2)adept Spells Prepared (CL 3rd; concentration +5)

1st—command (DC 14), cure light wounds, sleep (DC 14)0—guidance, mending, touch of fatigue

tacticS

Before combat Not expecting a visitor, Auntie Baltwin casts guidance before answering the door. More likely than not, she expends the spell on her first Diplomacy or Bluff check. Not looking for a fight, Auntie Baltwin uses her social skills to negotiate this encounter, hoping to avoid detection, arrest, or violence.

during combat If pushed to fight, Auntie Baltwin uses her spells to incapacitate the PCs, starting with sleep. She uses command on any PC trying to attack or grab her. Otherwise, she screams for help while whacking the aggressive PCs with her cane or throwing a shoe at them, in hopes of stalling long enough for the district guard to come investigate. She can also have Pickles, her cat familiar, deliver touch of fatigue by brushing up against the PCs, then

Auntie Baltwin

Page 12: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Pathfinder Society Scenario

12

actually uses the medicines and potions sent from places like the Silver Crusade, especially when it comes to fast and  fatal  diseases.  Otherwise,  she  relies  on  home remedies,  long  bed  rest,  and  careful watch  over  time.  Most  of  the donations  given  to  her  for  the children end up sold throughout the  city  to  individuals  who,  for whatever  reason,  can’t  go  to legitimate sources of healing when injured or  ill. Auntie Baltwin uses a  fence  for  this  side  business,  and doesn’t  sell  anything  directly  out  of her home. A thorough search of her house (Perception  DC  20)  reveals  stashed curatives  from  three  different charities.  Auntie  Baltwin  does  not consent  to  the  search  and  becomes increasingly irritated if the PCs snoop around without her permission. 

Child Labor :  As  her  house  filled  with children left by their parents, Auntie Baltwin put them to work as servants and maids in other houses in the city, especially in the middle-class Eastgate district where she makes her home. She tells the children their work  pays  for  their  room  and  board,  but  the  rates  she charges for her pint-sized laborers easily pays for their lodging  while  she  pockets  the  rest.  The  only  way  to determine this is to interview the children. Most reports claim she is mean, but that the children love her cooking and she  tells  fun stories at bedtime. Even the children who work don’t call it that, and seem happy to keep busy and help out. A PC must make a DC 20 Diplomacy check with  two  different  children  out  of  earshot  of  Auntie Baltwin—who  interrupts  and  shoos  the  children  away if  she overhears  the PCs  asking pointed questions—to discover the forced labor.

rewards:  If  the  PCs  deliver  the medicine  and  report any  information  about  Auntie  Gilga  Baltwin  to Ollysta Zadrian, give each PC 68 gp.

act 3: treaSureS oF oSirionAmong  the  tasks on  the PCs’  list  is  visiting  an Osirian nobleman named Dremdhet Salhar in the Wise Quarter to  get  permission  for  the  Pathfinder  Society  to  explore the Salhar ancestral vaults below Sothis. Salhar serves as a member of Absalom’s Grand Council  and  is often out of the house on matters of business, but his aged advisor, Amenopheus, operates the Osirion faction of Pathfinder agents  from  his  master’s  home  when  not  putting suggestions in the malleable nobleman’s ear.

3a. the Salhar estateThe  PCs  make  their  way  to  the  rich  estate  of  Grand 

Councilmember Dremdhet Salhar, and are greeted by a guard who is expecting them as they reach the tall,  wrought-iron  gate.  Once  the  PCs  are inside, a servant tells the group Salhar is not present, called away on important Council business,  but  his  most  trusted  advisor is  available  to  negotiate  any  business they  may  require.  The  servant  explains this  while  leading  the  group  down  well-

decorated hallways, past expansive rooms.After  a  few  minutes,  the  group  arrives  at 

a  simple  study  near  the  end  of  a  long  hallway. Inside  Amenopheus, the Sapphire Sage  (N 

old  male  wizard  13),  a  tan-skinned  old man sits behind a desk flipping through pages  in a  large  tome. Scraps of paper jut  from  the  book  marking  over  two dozen  different  places.  As  the  group 

approaches the open door, the wise sage silently gestures the PCs into the study with one thin hand, 

while  closing  the  tome  with  the  other  after  finishing what  he  was  reading.  Once  the  PCs  are  all  inside  the study, he addresses the group.

“Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say.

“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet.

“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he

Amenopheus, The Sapphire Sage

Page 13: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

puzzlinG propsWhile you don’t need a map for this encounter, it might help the players’ visualize the puzzle better if you draw out three squares representing the chests, a smaller square representing the silk box, and a circle representing the wicker basket. To represent the four keys in the various containers, you could use coins, dice, or even real keys. Some sets of GameMastery Item Cards contain cards for boxes, chests, and keys, and may assist in visualization of this puzzle. Simply select three chests, one box, a jar, and four keys from the deck. Feel free to change the descriptions of the keys and containers to match the item cards used.

firSt StePS Part i: in Service to Lore

13

trap: A writhing, angry green viper rests at the bottom of the basket hidden among the wadded cloth on which the rune-etched key sits. Any creature reaching into the basket provokes it to attack. While the PCs can’t disable the viper, they can bypass the trap by using a tool, mage hand, or gravity to get the key out of the basket. If they tip the basket’s contents onto  the ground,  the viper attacks the nearest creature (use the viper familiar stats on page 133 of the Pathfinder RPG Bestiary).

Snake Bite trap cr 1/2type mechanical; Perception DC 15; disable device —eFFectS

trigger touch; reset automaticeffect Atk +5 melee, 1d2–2 plus tiny viper poison (save Fort DC

9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save)

treasure:  The  runes  on  this  key  match  those surrounding the keyhole of the red lacquered chest. The key radiates a faint aura of transmutation. When this key is placed within  the keyhole of  the  red  lacquered chest, the chest opens without the key needing to be turned.

the Glass Jar (cr 1/2)This  gallon-sized  clear  glass  jar  is  about  half  full with clear  liquid.  At  the  bottom  of  the  vessel  sits  a  jeweled brass key.

trap:  While  the  liquid  in  this  jar  appears  to  be  water, it’s actually a mildly corrosive cleaning agent. Any creature reaching into the jar to retrieve the key takes acid damage as outlined below. If the PCs pour out the jar’s contents or break the jar to free the key from the bottom of the acid, everyone within 5 feet of the jar takes 1 point of acid damage.

acid Jar trap cr 1/2type mechanical; Perception DC 15; disable device —eFFectS

trigger touch; reset automatic

requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.”

The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.

After  leaving  Amenopheus’  study,  the  servant  brings the group back through the spacious estate, leading them down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, the party ends up at a plain wooden  door.  The  servant  opens  the  door,  gesturing to  the  room with  a  bow,  and waits  silently  for  the  PCs to  enter.  He  doesn’t  know  anything  beyond  that  he  is supposed to escort the PCs to this room and lock the door behind them; if questioned, he remains silent and stoic, simply waiting for them to go into the vault.

3b. Salhar’s Vault (cr 2)

A plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.

Once all of the PCs enter the room, the servant shuts the door and locks it behind them. Written on the back of the door is the message: “Within these cases lies your quest and your way out.” These five containers hold clues to solving the puzzle of this room and one holds the prize the  Pathfinders  seek—the  map  to  the  Salhar  ancestral vaults  beneath  Sothis.  Amenopheus,  ever  in  search  of new agents within  the Pathfinder Society  to help  forward Osirion’s goals, set this elaborate puzzle to test the PCs’ mettle  and  cunning.  The  novice  Pathfinders must  find the map and the way out of the room within a half-hour, at  which  point  the  servant  returns  and  opens  the  door to  release  them  from  their  prison,  assuming  they  have failed the task set before them.

container Key contents Wicker basket no key needed blue stone key Glass jar no key needed jeweled brass key Copper-banded chest illusory nothing Red lacquered chest blue stone key scepter key Steel chest bright golden key map & treasure

the Wicker Basket (cr 1/2)This 2-foot-round wicker basket requires no key to open, its lid resting gently atop its wide rim. Inside, a blue stone key rests atop a pile of crumpled linens.

Page 14: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Pathfinder Society Scenario

14

effect 1d6 acid damage (DC 16 Reflex save for half damage)

treasure:  The  jeweled  key  at  the  bottom  of  the  jar seems to fit each box’s lock. When the key is placed in  the  copper-banded  chest’s  keyhole,  the  PC using  it  receives  a  Will  save  for  interacting with the illusory chest as normal. When it  is placed  in  the  red  lacquered  chest’s  keyhole, nothing happens and the key keeps spinning without making  any manner of  contact with the  mechanism.  Placed  in  the  steel  chest’s keyhole,  the  key  breaks,  falling  into  dust  as it’s twisted in the lock.

the copper-Banded chestThis  chest  is  an  illusion.  When  a  PC touches  the  chest—such  as by placing  a key  within  its  keyhole—she  gains  a  free Will save. Those who make a DC of 12 see the chest fade into a faint outline as they realize  it  to be  an  illusion. Others must interact  with  it  to  beat  the  illusion  themselves, though they receive a +4 bonus  if  they are  informed of the figment’s true nature before interacting with it.

the red Lacquered chestThis  smooth,  red  lacquered  chest  looks  devious.  The solid metal plate surrounding the gaping keyhole pulses with glowing amber runes. When this chest is opened, a  complex  pulley  system  rigged  from  its  lid,  through the f loor, and up to the ceiling releases a small, golden key from a slit in the ceiling, dropping it 6 inches down from  the  15-foot-high  ceiling.  A  PC  making  a  DC  16 Perception check hears a slight click as the mechanism activates.  Allow  the  PCs  to  use  creative  solutions  to retrieve  the  key;  if  they  get  it  down,  it  can  be  used  to open the steel chest.

treasure: The  red  lacquered chest holds a key  forged into the end of a jeweled scepter. Though the jewels and the scepter appear to be quite exquisite, a DC 15 Appraise check  reveals  them  to  be  mere  costume  gems.  Despite this  deception,  the  key  at  the  end  of  the  scepter  opens the door to the vault, allowing the PCs to exit the room at their leisure.

the Steel chest (cr 1/2)This steel cube has only  the  faintest crack where  its  lid meets the base, and would be completely featureless save for  its  narrow  keyhole.  The  gold  key  hanging  from  the ceiling opens this chest.

trap:  The  clasp mechanism  of  this  chest  is  trapped such that, unless it’s disarmed, any creature opening the chest  (even with the gold key) activates it. It  is, however, 

a harmless trap meant only to mark those PCs unable to avoid it for Amenopheus’s review.

Prank trap cr 1/2type magic; Perception DC 15; disable device DC 15

eFFectS

trigger touch; reset automaticeffect spell effect (prestidigitation, turns skin blue for 3d20 minutes, Will DC 11 resists); multiple targets (all creatures within 10 feet)

treasure: This chest holds the map of the Salhar  burial  vaults  beneath  Sothis  and  a wand of knock (CL 3rd, 11 charges).

development:  If  the  PCs  open  the chests and exit the chamber on their own within  a  half-hour,  the  servant waiting  on  the  other  side  tells  them they  can  keep  the  map  and  wand, but asks  them to give back any keys they may have.  If,  however,  the PCs 

are stumped by Amenopheus’s puzzle, the servant opens  the  door  to  release  them  regardless  of  their success  or  failure.  He  expresses  his  disappointment and notes that perhaps other Pathfinders will be better equipped  to prove  their worth  to his master.  In  either case, the servant makes a point of noting which PCs (if any) have had their skin turned blue.If  the PCs  try  to find Amenopheus after  their ordeal, 

they are told he has left for the day. Perhaps they should try back tomorrow.

rewards:  If  the  PCs  retrieve  the  map  of  the  Salhar family vaults, give each PC 82 gp.

act 4: a PromiSe oF dominance

The  fourth  task  on  the  PCs’  list  is  to  retrieve  an  item on  loan  from  the Pathfinder Vault. Paracountess Zarta Dralneen,  an  influential  diplomat  from  the  devil-worshiping nation of Cheliax, spent some time studying the  box  she  borrowed,  but  she  has  been  unsuccessful in  delving  its  contents.  To make matters  worse,  today an  imp  servant  struck with mania  is  in  the process of trashing  her  bedroom,  making  retrieval  of  the  box  a difficult task.

4a. Zarta’s StudyArriving  at  Paracountess  Zarta  Dralneen’s  townhouse in  the  Ivy  District—one  of  several  homes  the noblewoman  keeps  around  Absalom—the  PCs  come upon  a  magnificent  gothic  structure  three  stories  in 

Paracountess Zarta Dralneen

Page 15: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Zarta’s Townhouse1 square = 5 feet

N

4b

4a

SS

firSt StePS Part i: in Service to Lore

15

height. The ebon lacquered double doors wrought with gleaming  silver fixtures greet  the characters,  a prickly brass  cone  hanging  from  a  chain  serving  as  the  door chime.  Moments  after  ringing  it,  a  servant  in  loose casual  attire  opens  the  door,  greeting  the  Pathfinders as if expected. If questioned, the servant remains quiet, only responding when pressed, and then with only a few simple words:  “My mistress will  answer  any questions you have once we reach her quarters.”Led through well-appointed sitting rooms, ballrooms, 

and  a  grand  stairway  granting  a  view  of  an  elaborate study,  the  PCs  finally  arrive  on  the  third  floor  of  the house, at  the door of Zarta’s personal study, which lies beyond  her  bedroom.  Knocking  upon  the  door  and announcing his presence, the servant opens the darkly stained wooden door.A  large  intricate carpet dominates  the marble  f loor 

in  this  sitting  room.  A  chaise  sits  along  the  north wall  and  a  desk  spans  the  southeast  corner,  its  chair positioned with its back to the southwest corner of the room. Three comfortable chairs are positioned around a  small,  low  circular  table.  Hidden  in  the  angled northwest  wall  is  a  secret  door,  discoverable  with  a DC  25  Perception  check, which  leads  to Zarta’s  secret 

library,  from  which  she  operates  many  of  her  most delicate operations.Sitting in the chair behind the desk, Paracountess Zarta

dralneen (LE female human aristocrat 4 / bard 8) regards the PCs with a wry smile, putting away a few papers before standing to address the hopeful Pathfinders.

“Aldor, you are dismissed. Close the door behind you and attend to your other tasks.” She then turns her attention to the group. “It’s always so incredibly adorable when I see a fresh-faced batch of Pathfinders. I mean, look at you scrumptious little teacakes. I could eat each and every one of you up. Well, maybe not you.” Zarta points. “I assume this isn’t a pleasure visit since most of you are terribly overdressed for that manner of occasion, so that must mean you are here for that trinket Valsin has been nagging me about. Seems I can’t get that man around these parts anymore,” she gestures, sliding her hand down her body and widening the gesture to sweep out and across the room as if her home were a secondary thought. “On the good side, he always sends me all the precious new recruits.

“Many think we in Cheliax serve and worship devils, but that couldn’t be further from the truth. In fact, we use the creatures for their power. They serve us and we sculpt their

Page 16: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Pathfinder Society Scenario

16

power in our own interests. The world must come to terms with the order of things. People need to know their place and operate accordingly. It is the only way to make order from this world. Too many people stretch too far beyond their station, making waves and eroding the true order.”

The “trinket” Ambrus Valsin sent  the PCs to retrieve is  a  seven-lock  iron  case.  Zarta  tells  the  PCs  about  the box and its locks and seals, explaining she was trying to bypass the protections. She advises not trying to tamper with the case when bringing it back to the Grand Lodge, but never admits to what the case contains. She can tell them the box is magically warded with abjuration magic intermingled with strong evocation magic, in addition to the seven masterwork locks. For PCs delving into the box, a creature must succeed at a DC 40 Disable Device check for each lock. Every failed attempt to pick one of the seven locks  results  in  1  hit  point  of  damage  to  the  creature attempting the check as pain shoots through its body. It is unlikely the PCs can manage this skill check, and since they were advised not to tamper with the case, hopefully the damage—combined with these other reasons to leave the case alone and simply do their duty and return it—will keep the group from being too curious. Zarta claims to  know  nothing  about  the  box  aside  from  it  having  a connection with devils and Hell. As  the paracountess  talks,  a  cacophony of booms and 

crashes  sounds  from beyond  the  room’s west  door.  She sometimes pauses at an extended eruption of these noises before continuing with the conversation.  If asked about the  neighboring  ruckus,  Zarta  explains,  “A  servant  is greatly misbehaving.  You’re  going  to  have  to  deal  with it  in order to get the trinket.” She goes over to the desk in  her  study,  opening  a  drawer  and  drawing  out  an exquisite silver  letter opener shaped like a dagger  (treat as a masterwork silver dagger). “You might need this  to get it to submit,” she offers with a sly grin.

4b. the Bedroom (cr 2)

Zarta’s bedroom is decorated in the colors of Cheliax—ebon black and crimson red. Silk, rare woods, and carefully carved marble compose every bit of furniture in the room. Goose down now litters the room, covering almost every surface and the silken shreds of the cushions that contained it lie about like f layed skin . A post on the massive screened bed is snapped in half, collapsed on the bed and drawing the screened curtains into a ripped slope of formerly f ine cloth. Vials of perfume and crystal jars of other cosmetics sit smashed on the marble f loor around the dresser. A prominent f ixture in the room, a large “X” made of stout wood sits along the west wall, complete with leather shackles and chains. A table sits to its left strewn

with various items intended for pleasure, but outwardly resembling implements of pain.

This  formerly  lavish  boudoir  provides  the  deviant Chelish diplomat  a  place  to  relax  away  from  the never-ending  intrigue  of  Absalom’s  political  scene,  and the  decorations  indicate  she  does  a  fair  amount  of entertaining here as well. The northeast wall, next to the bed, hides a secret door (Perception DC 25) that leads to the paracountess’s secret library.

creature: The imp Kreuvus is enraged and totally out of control. The creature desperately wants inside the box and throws it around the room hoping to smash the thing open. Though dented, the case doesn’t look like it will be opening anytime soon.Kreuvus does as much as it can to wreck things while 

annoying the PCs. Only after the imp is damaged to half its  hit  points  does  it  start  actively  fighting  the  PCs.  In addition  to  the  silvered  cat-o’-nine-tails  Zarta  gave  the group, a silver-tipped riding crop lies on the table in the southwest corner, just inside the door. If the PCs already completed the task for Guaril Karela (see Act 1), they could use the powder found in the crate to help locate the imp when it’s invisible.If the group asks the imp why he wants in the box so 

badly, Kreuvus  claims  it holds  a dark  leather bag  and a silver hook that allows the user to draw imps—subservient to the user—directly from Hell. He wants to hide the bag from mortals to protect devils of his kind.

Kreuvus cr 2Imp (Pathfinder RPG Bestiary 78)hp 16tacticS

Before combat Rapt with his reckless destruction, Kreuvus barely notices, or pays attention to, the PCs until they either attack or address him. Kreuvus already used his daily use of augury and suggestion, and just 3 days ago used his weekly use of commune.

during combat Kreuvus chooses tactics that annoy or frustrate his enemies more than those that directly harm them. He tries to keep his distance and relies on his invisibility spell-like ability. If any PCs get close to him, he lashes out with his poison sting.

morale When reduced to 5 or fewer hit points, Kreuvus flees if any doors are open. Otherwise, the addled imp surrenders the case, saying, “Yes, you’ve bested me, but I don’t wish to leave so soon. Take the blasted box, and tell Mistress Dralneen I deserve what comes my way.”

treasure: If the PCs ask nicely, Zarta allows one of them to keep the silver letter opener, but only if they agree to come back and visit her when they have more free time.

Page 17: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Foreign Quarter Back Alley1 square = 5 feet

N

D W

L H

GameMastery Map Pack: Ambush Sites

PCs Begin Here

D = DeandreW = LarkinL = LedfordH = Hallie

firSt StePS Part i: in Service to Lore

17

rewards:  If  the PCs safely retrieve the seven-lock box from Kreuvus, give each PC 27 gp.

act 5: JumPed! (cr 3)As  the PCs  complete  the  fourth  and final  task  on  their agenda  and  head  back  to  the  Grand  Lodge,  they  must pass  through  the  Foreign Quarter  back  to  the  Society’s headquarters.  Along  the  way,  they  are  funneled  into an  ambush  set  up  by  the  gang  of  criminals  who  have been  tracking  them  throughout  the  day.  To  begin  this encounter, read the following aloud.

A throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering.

Since  leaving  the  Grand  Lodge  this  morning,  four unscrupulous,  fledgling  adventurers  followed  the  new Pathfinders  throughout  the  day,  shadowing  them  on their  tasks.  The  adventurers  are  simply  looking  for  an easy  payout,  knowing  Pathfinders  often  have  excellent gear,  good  coin,  and  frequently  carry  important  items and  documents  from  place  to  place  in  town.  Weaving through back allies and busy streets, the gang members place themselves in front of the PCs, hoping to herd them into an advantageous position. Deandre  Dulay  used  a  contact  in  the  rebellious  art 

group known as the Jocund Pranksters to stage an event in  the  adventurers’ most  likely  path. While  the  Jocund Pranksters create their chalk and illusion spectacle and jam traffic flow to side alleys, Deandre’s gang surrounds 

the  PCs  in  the  crowd  that  makes  its  way  around  the obstruction, planning to jump the PCs when they get out of sight from the crowd. Other people take this shortcut as  well,  and  the  group  of  thug  adventurers  blends  into the crowd until throwing the alleyway into a hazy fog by casting of obscuring mist. Once that happens, the common citizens  flee,  leaving  the  alley  clear  for  both  groups  to deal with each other.

creatures:  Deandre  Dulay,  an  ambitious  cleric  of Norgorber, has assembled a band of outcasts as her first fledgling thieving group, hoping to lead a cell of criminals in  the near  future. To  achieve her  aim, her band needs income, and that’s where robbing Pathfinders comes in. Young and lithe, with red hair hanging in ringlets that 

just  brush her  shoulders, Deandre doesn’t  immediately appear as dire a threat as she actually is. She wears a long skirt,  embroidered  with  silver  and  black  thread  and  a high-necked  woolen  blouse,  its  stout  fabric  concealing her chain shirt. The team’s not-quite-insane arcanist Halli Fosta does 

not interpret the world like other people. She approaches everything  with  curiosity,  passion,  and  a  cruel  streak a  fiend  would  appreciate.  Deandre  is  uncertain  how having a sociopath in her fledgling group will work out, but isn’t afraid to kill  the girl  if she gets too crazy. Full golden blonde hair frames Halli’s healthy, smiling face, punctuated with steely blue eyes and thick red lips. Halli wears a well-made, green silk dress in the most current fashion with a shimmering black scarf draped across her shoulders, and fidgets as the moves, a nervous habit she picked up as a child trying to hide the extra digit on each of her hands from casual acquaintances.The  anarchist  comedian  Larkin  Waever,  a  Galtan 

refugee, has a scathing wit he focuses on authority figures. He began working with Deandre for extra money and the 

Page 18: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Pathfinder Society Scenario

18

chance  to  sow  a  bit  of  chaos  when  his  political  humor failed to support his lifestyle. With a face you could easily forget  or  miss  in  a  crowd—short-cropped  light  brown hair,  light  complexion,  and  forgettable  brown  eyes—Larkin  wears  rumpled  worker’s  clothing  with  a heavy coat over his chain shirt.Rounding  out  the  team,  the  halfling 

brawler  Ledford  more  than  makes  up  for his  short  stature  with  his  uncontrollable energy  and  rampaging  anger.  A  former circus performer and underground fighting champion,  Ledford  hopes  he  can  make enough  money  through  an  alliance  with Deandre to retire to his homeland of Cheliax with  a manor  and  slaves  of  his  own,  while Deandre  simply  hopes  she  can  redirect  his rage to take out her enemies instead of causing any collateral damage on the rest of her team. With  his  comical  handlebar  moustache, Ledford  is  an  easy  face  to  remember,  but when  madness  fills  his  eyes,  he’s  a  sight one soon wants to put as far from memory as possible.This  is  the first  time  this  criminal  group has pulled  a 

hit like this, but Deandre and her thugs have planned their tactics.  If any PCs made their Perception or Sense Motive checks to notice the thugs watching them as they traveled about  the  city,  they  recognize  one  of  their  attackers  just before  the  ambush,  realizing  that  they’ve  seen  the  thug’s face before. These PCs may act in the surprise round.

deandre dulay cr 1/2Female human cleric of Norgorber 1NE Medium humanoid (human)init +1; Senses Perception +3deFenSe

ac 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)hp 12 (1d8+4)Fort +2, ref +1, Will +5oFFenSe

Speed 30 ft.melee short sword +2 (1d6+2/19–20)ranged dagger +1 (1d4+2/19–20)Special attacks channel negative energy 4/day (DC 11, 1d6)domain Spell-Like abilities (CL 1st; concentration +4)

6/day—touch of evil (1 round)6/day—copycat (1 round)

cleric Spells Prepared (CL 1st; concentration +4)1st—cure light wounds, protection from goodD, shield of faith0 (at will)—bleed (DC 13), detect magic, stabilized Domain spell; domains Evil, Trickery

tacticS

Before combat Putting on her mask, Deandre Dulay casts

protection from good before whistling to her companions to attack.

during combat On her first turn, Deandre casts shield of faith, then rushes into battle to provide flanking

opportunities for Larkin. In following rounds, she fights in melee range with Ledford, allowing Larkin to

take advantage of the Gang Up feat. She heals herself or companions as needed and uses her copycat ability for added protection.

morale Determined to make a name for herself, pride forces Deandre Dulay to fight to the death. She goes down spitting curses and

hurling insults.StatiSticS

Str 14, dex 13, con 10, int 8, Wis 17, cha 12Base atk +0; cmB +2; cmd 14

Feats Dodge, ToughnessSkills Heal +7, Spellcraft +3

Languages CommonSQ auracombat Gear potion of cure light wounds, potion of shield of faith; other Gear

masterwork chain shirt, short sword, dagger, gray mask, unholy symbol, 28 gp

halli Fosta cr 1/2Female human sorcerer 1CE Medium humanoid (human)init +2; Senses Perception –1deFenSe

ac 12, touch 12, flat-footed 10 (+2 Dex)hp 8 (1d6+2)Fort +1, ref +2, Will +1oFFenSe

Speed 30 ft.melee dagger +0 (1d4/19–20)ranged light crossbow +2 (1d8/19–20)Bloodline Spell-Like abilities (CL 1st; concentration +4)

6/day—acidic ray (1d6+1 acid)Sorcerer Spells Known (CL 1st; concentration +4)

1st (4/day)—color spray (DC 14), magic missile0 (at will)—bleed (DC 13), detect magic, light, messageBloodline Aberrant

tacticS

Before combat Halli casts mage armor from her scroll before drawing the PCs into the alley. She triggers combat on Deandre’s signal by casting her scroll of obscuring mist.

during combat Halli keeps her distance from the fight, preferring to use acidic ray from range. If she is threatened in melee, she uses color spray or her scroll of burning hands to eliminate any foes in range. If somehow depleted of spells or spell-like abilities, Halli resorts to her crossbow.

Ledford

Page 19: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

firSt StePS Part i: in Service to Lore

19

morale Distracted by her delight in the battle, Halli doesn’t think to surrender or flee and gleefully laughs during combat, even up to the moment of her death.

StatiSticS

Str 10, dex 14, con 13, int 12, Wis 8, cha 17Base atk +0; cmB +0; cmd 12Feats Eschew Materials, Point-Blank Shot, Precise ShotSkills Bluff +7, Intimidate +7, Spellcraft +5, Use Magic

Device +7Languages Common, ElvenSQ bloodline arcanacombat Gear potions of cure light wounds (2), scroll of burning

hands, scroll of mage armor, scroll of obscuring mist, scroll of shield, scroll of unseen servant, wand of disguise self (5 charges); other Gear dagger, light crossbow with 20 bolts, fan of pigeon feathers, small pouch of trimmed fingernails, 53 gp

Larkin Waever cr 1/2Male human rogue 1NE Medium humanoid (human)init +3; Senses Perception +4deFenSe

ac 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)hp 10 (1d8+2)Fort +1, ref +5, Will +0oFFenSe

Speed 30 ft.melee rapier +2 (1d6+2/18–20), dagger +2 (1d4+2/19–20)ranged dagger +3 (1d4+2/19–20)Special attacks sneak attack +1d6tacticS

Before combat Larkin waits for the signal before rushing in to strike the first available PC with his rapier.

during combat Unless Deandre and Ledford both threaten his target, Larkin shifts his position to flank, allowing him to make use of the Gang Up feat.

morale Larkin does not think this is a good day to die, and breaks and runs when reduced to 3 hit points. Given the chance, Deandre strikes at the turncoat.

StatiSticS

Str 14, dex 17, con 12, int 13, Wis 10, cha 8Base atk +0; cmB +2; cmd 15Feats Combat Expertise, Gang Up*Skills Acrobatics +5, Bluff +3, Climb +4, Disable Device +5,

Knowledge (local) +5, Perception +4, Perform (comedy) +3, Sense Motive +4, Sleight of Hand +7, Stealth +5

Languages Common, OsirianiSQ trapfinding +1combat Gear elixir of hiding; other Gear chain shirt, rapier,

dagger, notebook of jokes, ink, quill, small hand puppet representing Lord Gyr, 8 gp

* See the Advanced Player’s Guide.

Ledford cr 1/2Male halfling barbarian 1CE Small humanoid (halfling)init +2; Senses Perception +7deFenSe

ac 15, touch 11, flat-footed 13 (+4 armor, +2 Dex, –2 rage, +1 size)

hp 17 (1d12+5)Fort +7, ref +3, Will +4; +2 vs. fearoFFenSe

Speed 30 ft.melee greataxe +5 (1d10+4/×3)Special attacks rage (6 rounds/day)tacticS

Before combat Eager to brawl, only Deandre’s intimidation keeps Ledford from rushing in before her signal.

during combat On his first turn, Ledford begins his rage ability, moves to the first PC he can reach, and attacks using power attack. He maintains his rage for the following 6 rounds, but stops using Power Attack if his first two attacks miss a particular PC. If given a choice of targets, Ledford always chooses the biggest, strongest PC. Gleeful at finally being paid to fight people, Ledford shouts out taunts with each blow, followed with a short laugh. He clearly enjoys combat.

morale While raging, Ledford fights to the death. If fatigued at the end of his 6 rounds of rage and reduced to 4 or fewer hit points, Ledford offers to call the fight a draw. Disgusted with his performance, Deandre may strike the failed barbarian.

Base Statistics When not raging, Ledford’s statistics are ac 17, touch 13, flat-footed 15; hp 15; melee greataxe +3 (1d10+1/×3); Str 13, con 14; cmB +1, cmd 13; Climb +6

StatiSticS

Str 17, dex 15, con 18, int 10, Wis 12, cha 10Base atk +1; cmB +3; cmd 13Feats Power AttackSkills Acrobatics +7, Climb +8, Intimidate +4, Perception +7Languages Common, HalflingSQ fast movementcombat Gear potion of cure light wounds; other Gear

masterwork chain shirt, greataxe, block of wax in a metal tin, fine comb with a long handle, bottle of whiskey and four silver cups, 25 gp

rewards:  If  the  PCs  survive  the  ambush,  give  each player 129 gp.

concLuSionAt  the  end  of  the  day,  Venture-Captain  Ambrus  Valsin thanks the PCs for carrying out his tasks, and assures them that not every mission for the Pathfinder Society involves 

Page 20: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

player handouT

Pathfinder Society Scenario

20

Assignment #17:☐ A man named Guaril Karela runs a curio shop in the Docks called

the Pickled Imp. Go to him and fill his request as a favor to the Society. I believe it has something to do with a set of rare books.

☐ Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.

☐ Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.

☐ Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate in the Ivy District and retrieve the item in her possession.

running errands about Absalom. If the PCs successfully completed three of the four tasks, he congratulates them on proving  their  skill  and  responsibility,  and promises them a new assignment in the near future to take them beyond Absalom’s unassailable walls.The Pathfinders likely have a good idea what life will 

be like as an agent in the organization and have become at  least  familiar with Absalom,  as well  as half  the  total faction  heads  who  will  ply  for  their  allegiance  in  two adventures’ time. If you are running the First Steps series consecutively, feel free to give the PCs a hint of their next adventure in this scenario’s conclusion, insinuating that Ambrus  Valsin  knows  at  least  one  venture-captain  (the Lantern Lodge’s Amara Li) who has a task she’d like the PCs to perform.If  any  of  the  players  at  your  table  are  new  to  the 

Pathfinder  Society,  make  sure  to  help  them  complete their Chronicle sheet.

Success conditionsIn  order  for  the  PCs  to  earn  their  Prestige  Point  for completing  the adventure,  they must have  completed at least three of the four tasks on Ambrus Valsin’s list. 

faction MissionsThere are no faction-specific missions in this scenario, as PCs playing  through  the First Steps  series have not yet chosen factions, so any PC who meets the scenario’s success  conditions  earns  a  second  Prestige  Point  for completing  the  scenario.  When  a  PC  earns  her  third Chronicle  (after  completing  A Vision of Betrayal),  all previously  earned  prestige  will  be  reported  to  her chosen faction.

Page 21: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

firSt StePS Part i: in Service to Lore

21

oPen Game LicenSe version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is

Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.1. Definitions: (a) “Contributors” means the copyright and/or trademark

owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICEOpen Game License v 1.0a © 2000, Wizards of the Coast, Inc.System Reference Document. © 2000. Wizards of the Coast, Inc; Authors:

Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Society Introductory Scenario: First Steps, Part I: In Service to Lore. © 2011, Paizo Publishing, LLC; Author: Adam Daigle.

Pathfinder Society Introductory Scenario: First Steps, Part I: In Service to Lore

Osirion

Taldor

Event

GM # GM Character #

GM Name

Date

Grand LodgeCheliax Lantern LodgeAndoran

Shadow LodgeSczarni Silver CrusadeQadira

Character #Prestige Points

Character Name

Grand LodgeCheliax Lantern Lodge OsirionAndoran

Shadow LodgeSczarni Silver Crusade TaldorQadira

Character #Prestige Points

Character Name

Grand LodgeCheliax Lantern Lodge OsirionAndoran

Shadow LodgeSczarni Silver Crusade TaldorQadira

Character #Prestige Points

Character Name

Grand LodgeCheliax Lantern Lodge OsirionAndoran

Shadow LodgeSczarni Silver Crusade TaldorQadira

Character #Prestige Points

Character Name

Grand LodgeCheliax Lantern Lodge OsirionAndoran

Shadow LodgeSczarni Silver Crusade TaldorQadira

Character #Prestige Points

Character Name

Grand LodgeCheliax Lantern Lodge OsirionAndoran

Shadow LodgeSczarni Silver Crusade TaldorQadira

Character #Prestige Points

Character Name

Grand LodgeCheliax Lantern Lodge OsirionAndoran

Shadow LodgeSczarni Silver Crusade TaldorQadira

Page 22: I Serv Ice to Lorethe-eye.eu/public/Books/rpg.rem.uz/Pathfinder... · Staff Accountant • Kunji Sedo technical director • Vic Wertz Pathfinder Society ampaign Managerc • Hyrum

Elixir of hiding (250 gp)Potion of invisibility (300 gp)Scroll of remove disease (375 gp)Wand of disguise self (5 charges, 75 gp)Wand of knock (11 charges; 990 gp)

1

Pathfinder Society Introductory Scenario

First Steps, Part 1: In Service to Lore

Player Name A.K.A.

Character Name Pathfinder Society # Faction

EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society #

Total

GOLD

Items Bought

Items Sold

Prestige Spent

Final Fame

Initial Fame

Current Prestige

Initial Prestige

Final XP Total

FAme

eXPeRIeNCe

GP Gained (Gm ONLY)

Day Job (Gm ONLY)

Prestige Gained (Gm ONLY)

XP Gained (Gm ONLY)

Start GP

Starting XP

Subtotal

TOTAL VALUE OF ITEMS SOLDAdd 1/2 this value to the “Items Sold” Box

TOTAL COST OF ITEMS BOUGHT

Items Found During This Scenario

For Gm Only

+

+

+

+

+

=

=

This Chronicle Certifies That

GM’sInitial

GM’sInitial

GM’sInitial

GM’sInitial

Has Completed This Scenario.

SUBTIeR

Items Sold / Conditions Gained Items Bought / Conditions Cleared

Scenario Chronicle #M

AX GO

LD

SUBTIeR

SUBTIeR

1— 417

NormalSlow